Module |
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Header |
/Engine/Source/Editor/GameProjectGeneration/Public/AddToProjectConfig.h |
Include |
#include "AddToProjectConfig.h" |
struct FNewClassInfo
Information used when creating a new class via AddCodeToProject
Name | Description | |
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FNewClassInfo() |
Default constructor; must produce an object which fails the IsSet check |
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FNewClassInfo ( |
Convenience constructor so you can construct from a EClassType |
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FNewClassInfo ( |
Convenience constructor so you can construct from a UClass |
Name | Description | ||
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GetBaseClassHeaderFilename() |
Gets header filename of the base class. |
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GetClassDescription ( |
Get the class description to use in the UI |
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const FSlate... |
GetClassIcon() |
Get the class icon to use in the UI |
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GetClassName() |
Get the "friendly" class name to use in the UI |
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GetClassNameCPP() |
Get the C++ class name; this may or may not be prefixed, but will always produce a valid C++ name via GetClassPrefix() + GetClassName() |
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GetClassPrefixCPP() |
Get the C++ prefix used for this class type |
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GetCleanClassName ( |
Some classes may apply a particular suffix; this function returns the class name with those suffixes removed |
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GetFinalClassName ( |
Some classes may apply a particular suffix; this function returns the class name that will ultimately be used should that happen |
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GetHeaderFilename ( |
Given a class name, generate the header file (.h) that should be used for this class |
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GetHeaderTemplateFilename() |
Get the generation template filename to used based on the current class type |
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GetIncludePath ( |
Get the path needed to include this class into another file |
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GetSourceFilename ( |
Given a class name, generate the source file (.cpp) that should be used for this class |
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GetSourceTemplateFilename() |
Get the generation template filename to used based on the current class type |
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IsSet() |
Check to see if this struct is set to something that could be used to create a new class |
Name |
Description |
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EClassType |
The type of class we want to create |